Is there a way to fracture part of an object using the fracture modifier?
I guess you are still asking about how to fracture your cartridge/crowbar scene ?
I tried now with prefracture and one particle helper object and the fracture addon "timing" feature, where you basically can delay the FM simulation by x frames. This just simulates the intact object and records keyframes, then it plays it back as animated rigidbody. After Frame X is reached, the animated checkbox will be disabled by keyframe and simulation takes over. 
The helper object was carefully placed near the supposed impact point of the crowbar, and additionally some weak constraints were created to hold the shards farther away from impact together. In this blend's case X was Frame 85.

Edit: in this case i even could disable the constraints entirely. Looked even a bit better :)

Looks like this: 



But take a look into the blend I prepared here.



Edit: Reworked version of the new question blend:

I did the following:


Removed all modifiers from the cartridge
Removed solidify from ground, extruded it properly
Set origin to geometry on ground
Made the ground a Box shape, with 0.0 margin
Moved the helper into the cartridge, so its particles "intersect" it
Since the crowbar impacts 2 times, I duplicated the helper and moved it
added FM with Voronoi+Bisect and Extra Particles and Helper group
disabled Uniform in FM, executed fracture again
constraint settings: "vertex" (set the radius to a low value before switching to vertex !!!)
breaking angle to 5 degrees


Then I played a bit around with different angles, constraint settings (centroid vs. vertex, limits, search radius, breaking angles) but it turned out those were the best settings imho. You get 2 impacts with them without the cartridge sliding away too quickly. But it breaks a bit more than just making a hole into the surface. Note: the animated crowbar acts as if it had infinite mass (i assume) so changing its mass while being animated should have no effect in theory.



Edit: final attempt of mine, couldnt get much closer... although tweaking for a while. Converted the keyframe animation into deltas and rotated the cartridge... so it gets a better hit pattern according to the crowbar anim.
Not sure if there are still too many shards, note some variation in shard size adds up some detail (imho). If still too many, feel free to reduce particle amount in helpers or alternatively the shard count in FM (applies to uniform)
Tried hard so the top is smashed and the bottom stays relatively intact.